Zirlyfera Zakiya Maulidia, - (2024) PENGEMBANGAN E-MODULE GAMEWALL UNTUK MENDUKUNG KOMPETENSI GURU DALAM MEMBUAT MEDIA DIGITAL GAME-BASED LEARNING. S1 thesis, Universitas Pendidikan Indonesia.
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Abstract
Digital Game-Based Learning (DGBL) merupakan metode pembelajaran yang memanfaatkan permainan digital untuk meningkatkan keterlibatan dan efektivitas pembelajaran peserta didik yang termasuk kategori digital natives. Namun, terdapat beberapa faktor yang menjadi hambatan guru ketika akan menggunakan metode tersebut, seperti keterampilan guru yang kurang kompeten dan infrastruktur sekolah yang tidak memadai. Menurut peneliti, pembuatan e-module dapat menjadi inovasi untuk membantu guru secara berkelanjutan dalam pembuatan media digital game-based learning sebagai media pendukung pada implementasi Digital Game-Based Learning. Tujuan dari penelitian ini, yaitu untuk mengetahui hasil rancangan, validasi, dan evaluasi dari E-Module GAMEWALL (Guidance for Active and Meaningful Education with Wordwall). Jenis penelitian yang digunakan adalah model ADDIE (Analysis, Design, Development, Implementation, and Evaluation), Evaluasi Formatif Tessmer, dan pendekatan Technology Acceptance Model (TAM). Berdasarkan hasil penelitian, didapatkan temuan bahwa guru merasa terbantu dan termotivasi untuk membuat media digital game-based learning melalui platform Wordwall. Lalu, persentase dari hasil evaluasi pada variabel kemudahan sebesar 86,78%, kebermanfaatan sebesar 90,45%, dan penerimaan sebesar 89,63%. Oleh karena itu, guru-guru merasa sangat setuju bahwa E-Module GAMEWALL mudah digunakan, bermanfaat, dan dapat diterima untuk membantu guru dalam membuat media digital game-based learning sebagai media pendukung pada pembelajaran yang menerapkan Digital Game-Based Learning. ----- Digital game-based learning (DGBL) is a learning method that utilizes digital games to increase the engagement and learning effectiveness of learners who are digital natives. However, there are several factors that become obstacles for teachers when using this method, such as incompetent teacher skills and inadequate school infrastructure. According to the researcher, making an e-module can be an innovation to help teachers sustainably in making digital-based game media as a supporting media in the implementation of Digital Game-Based Learning. The purpose of this study is to determine the results of the design, validation, and evaluation of the GAMEWALL E-Module (Guidance for Active and Meaningful Education with Wordwall). The type of research used is the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), Tessmer Formative Evaluation, and the Technology Acceptance Model (TAM) approach. Based on the results of the study, it was found that teachers felt helped and motivated to create digital-based game media through the Wordwall platform. Then, the percentage of evaluation results on the Perceived Ease of Use is 86.78%, Perceived Usefulness is 90.45%, and Acceptance of IT is 89.63%. Therefore, teachers strongly agree that the GAMEWALL E-Module is easy to use, useful, and acceptable to assist teachers in creating digital-based game media as supporting media for learning that applies Digital Game-Based Learning.
Item Type: | Thesis (S1) |
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Additional Information: | https://scholar.google.com/citations?view_op=list_works&hl=en&user=Pvh3goMAAAAJ ID SINTA Dosen Pembimbing: Rizki Hikmawan: 6122897 Dian Permata Sari: 6160445 |
Uncontrolled Keywords: | Digital Game-Based Learning (DGBL), E-module, ADDIE, Technology Acceptance Model (TAM) Digital Game-Based Learning (DGBL), E-module, ADDIE, Technology Acceptance Model (TAM) |
Subjects: | L Education > L Education (General) T Technology > T Technology (General) |
Divisions: | UPI Kampus Purwakarta > S1 Pendidikan Sistem Teknologi dan Informasi |
Depositing User: | Zirlyfera Zakiya Maulidia |
Date Deposited: | 22 Aug 2024 07:05 |
Last Modified: | 27 Aug 2024 04:20 |
URI: | http://repository.upi.edu/id/eprint/120815 |
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